The age of Heroes is over! If you seek salvation, pull it down into your own hands! If you seek freedom, carve it out with your own sword! And if you seek vengeance, then take it! The age of Heroes is over! Everything is permitted!
Grim Odyssey
Fragments of the Zeroth Box
They call it the Zeroth Box. The Heroic Trials. The Divine Prison. The Monster’s Coffin. An artifact made several centuries ago, it acts as a gate to another world, from which monsters are made. Those who succumb to the forces of evil are reborn as the very monsters they fight. Those who surpass these tribulations though ascend to a new form of humanity. Bearing the Mark of Heroes, they gain power beyond imagination, and rule over their own kind as Hero-Kings, their might unquestioned.
But then, one day, the Zeroth Box was destroyed, and legions of monsters poured out. The Mark of Heroes disappeared, as a white-haired man, wreathed in corruption, declared the end of the age.
The Hero-Kings fell, their countries torn asunder by waves of monsters.
The Fragments of the Zeroth Box fell all over the continent, becoming masses of madness that distorted the laws of nature itself, monster nests that churned out more and more beasts.
Despite this, though, humanity persevered. They hid in the shadows, did everything to survive, until eventually, a party of four descended into the first Fragment, purging the evil that laid within. They were named the Descendants of Heroes. They called themselves ‘adventurers’.
Decades passed, and the survivors of the human race built themselves a city. Though much of the world is still infested by monsters, the city-state of Hexxenacht stands tall as a bastion of safety, knowledge, and progress. Outside those grand walls, adventurers, fool-hardy, brave, and quite possibly insane, set up their own shanty-towns, fighting monsters in the savage wilds and searching for the Fragments of the Zeroth Box, slowly gaining more ground.
Seventy-seven winters have gone by after the Shattering, and the Prisoner is waking up once more.
Hexxenacht – The forefront of technology, both scientific and magical, Hexxenacht is the only city of mankind thus far, protected by the Imperials. This is the birth place of alchemy as people know it, and the home to the only surviving collection of books that predates the Shattering. Run by a collection of Guilds, adventurers must pass the trials of the Guild before they are allowed to plunge into the Wilderness.
Magic – Humans are naturally incapable of performing great feats of magic, and only 5% wield enough power to call down elemental fury. Most of the time, magic is used to either enhance pre-existing things, such as reinforcing a blade’s edge or strengthening one’s legs, or healing, which becomes very exhausting after some time, but has great effects.
Alchemy – The inability to perform great feats of magic, though, did not prevent people from using it in other ways. Through alchemical formulas and magical amplification, one can re-create purely magical effects by using a natural base and then enhancing it. This has ended up with the creation of three major weapons: the Cartridge System, the Bomb Arm, and the Firearm.
Fragments of the Zeroth Box – Pieces of the Zeroth Box, these Fragments serve as portals to another dimension. Within this portal is an existence called the ‘Queen’, the shadow of an evil goddess from which countless demons spew out. While the Queen itself is weak, they are often protected by the strongest of their creations: the Guardian, an existence bearing the Mark of Heroes.
Adventurers – Some people call them madmen. Other people call them the descendants of heroes. Ultimately, though, they are monster hunters and Fragment destroyers, those who form small groups and slay monsters in skirmishes. They have varied backgrounds, and are a cut above your normal Hexxenacht guard. Making their living by selling monster parts, looting monster nests, or completing missions established by Guilds, only a few adventurers survive until retirement, but, regardless of whether or not they survive to see their grandchildren, they become legends.
The Wilderness – An umbrella term for land that is outside the walls of Hexxenacht, the Wilderness is lawless and outside the jurisdiction of the Guilds. Out there, Adventurers enforce themselves, and the most common law is that ‘Everything is permitted…for a price’. As long as you know the right people, and have enough coin to spend, you can get away with committing any sort of crime. Indeed, as heroic as some adventurers are, there are others who became adventurers to fall into debauchery and freedom.
Spirits – Not all monsters are human-devouring beasts. Though rare, elemental Spirits have been known to make contracts with humans, imbuing them with magical power far beyond a mortal’s capacities. The price that must be paid though, is almost always a steep one, and the few adventurers that have made contracts with such spirits do not speak about the price they paid. Rumor has it that you either feed your own life, or sacrifice those of your friends, but those are just silly rumors.
Gods – More accessible than Spirits, but a hell lot more whimisical, the ‘Gods’ that adventurers pray to also demand sacrifice in exchange for power. Though there are many of these existences, the most well-known is that of Dread God Karn, the Hungering Maw, who grants his demonic might to the Highlanders in exchange for their blood and their violence.
Strength – This encompasses all forms of strength, from lifting to striking to gripping to whatever else you can imagine. High Strength, generally, doesn’t correlate with muscle mass...because anime.
Speed – This encompasses maximum movement speed, as well as agility. Used for your sick reflexive dodging, as well as your ability to chase after a coward running with his tail behind his legs.
Skill – This encompasses dexterity and finesse, the ability to have full control over your body’s movement. Essential to anyone who wants to use weapons and actually hit things with it, because without skill, you’re just a dumb brute.
Perception – This encompasses the six senses. Without perception, you might as well be blind and deaf, with no badass danger sense to bail you out of dangerous situations. An adventurer without any survival instinct is a dead one.
Spirit – This encompasses the ethereal realm of the arcane. Swordsmen hate it, mages love it. Spirit is what is used to both determine the strength of your magic, as well as how much magic you can cast.
Willpower – This is the ability to push past your limits, the ability to exceed your former self. Willpower is what allows adventurers to return from the brink of death. Willpower is what fuels the final blow to slay a gargantuan beast. Willpower is the source of energy that people draw on when everything else is gone.
Alchemist Though associated more with scholars and scientists, Alchemists use the Bomb Arm, a specialized gauntlet worn on their dominant arm. By slotting in arcane vials, they can blast out a variety of area-wide elemental attacks, and then physically strike their targets with the residual effects that linger on their gauntlet. Class Ability: Bomb Arm Allows for the usage of the Bomb Arm, as well as the creation of basic alchemical formulas.
Imperial Knights of the nation of Hexxenacht, Imperials take the fruits of alchemical research and combine it with martial discipline. With the Cartridge System, they can utilize the same alchemical vials, adding elemental effects to their weapon swings, dealing massive amounts of damage. However, constant usage will cause the system to overheat, possibly exploding in a crucial juncture of battle, and the attachment of the Cartridge System makes any sort of weapon unwieldy. Class Ability: Cartridge System Allows for the usage and maintenance of the Cartridge System. Also grants martial proficiency with all melee weapons.
Protector The unfaltering shield, Protectors are men and women tasked with a single duty: to make sure that only they take the hits. Capable of Intercepting enemy attacks, they are the keystone to any party of warriors, ensuring that the less-protected remain unscathed. Class Ability: Intercept Can make a Guard Action at any time, taking damage for a hit meant for another person if you manage to run there in time.
Fortress Living castles, the Fortress seeks not to protect individuals, but instead, to protect areas. With the power of Bastion, they weave protective spells over large areas, manifesting invisible walls to deflect waves of attacks, or nullifying gouts of blizzard breath. Class Ability: Bastion Grants the ability to reduce damage by a certain amount scaling off your Spirit.
Landsknecht Mercenaries who only serve gold, Landsknechts are the flamboyant warriors of the Witschleff Lowlands, vicious and relentless. They strike with a violent flurry, and can chase down even the most agile of monsters. When they fight with two weapons in hand, it’s almost as if a Storm had passed by. Class Ability: Storm Allows you to dual-wield one-handed weapons without penalties, as well as being able to attack after Dashing.
Bushido Remnants of the Far East, Bushido bear the distinction of philosophers and artists, warriors who kill beautifully. With cold steel in hand, they reap the sins of the world with a single stroke. All they need is a moment to establish their Counter Stance. Class Ability: Counter Stance If attacked during your Counter Stance, can counter, adding the strength of your opponent's attack into your own attack.
Medic Gatherers, botanists, and, above all, doctors, Medics use years of training to pinpoint the root cause of ailments and diseases, before going through their herbal pouches and finding a quick remedy. There is no need for the arcane, after all, when all you need to do is administer First Aid properly. Class Ability: First Aid Treat ailments with natural remedies found either in your bag or around you. Bonus to harvesting materials.
War Magus When the vagrants and the bandits are banging on your front door, and all you have is a squadron of injured knights to defend your outpost, the War Magus is an individual that truly shines. With blade in hand and magic on their lips, they are versatile individuals that can both Heal the flesh wounds of their compatriots and fight on the front lines. After all, in war, what you need are men, not magic. Class Ability: Heal Magically heal scrubs who get their asses cut.
Dark Hunter The nightmares of men and monsters alike, Dark Hunters are assassins of the arcane nature, capable of employing the Shadow Arts to slip through fortified defenses and strike at their prey when they least expect it. With their daggers and shortswords, they can turn even the greatest beasts into a crippled mess, waiting to receive a coup de grace. Class Ability: Shadow Arts Add your Spirit to your Stealth rolls and your Vital Strike rolls. Bypass difficult terrain and physical obstacles.
Highlander Warriors who pledged their soul to the Dread God Karn, Highlanders fight in the frontlines with polearms, ranging from large scythes to wicked spears. Through Blood Offerings, they sate the hunger of their god and their weapons in exchange for deadly strikes that tear asunder their foes. Many Highlanders live a short life, but there are always those who seek the power of the divine. Class Ability: Blood Offering Sacrifice HP to increase damage by the same amount. Restore a small amount of HP if you land the killing blow.
Gunner Loud and powerful, Gunners are at the forefront of technology, bearing Firearms powerful enough to pierce the hide of the toughest monsters. Though it is costly to manufacture and maintain, as well as the fact that bullets themselves are difficult to come across, the sheer devastation one can wrought with a well-placed bullet makes Gunners an existence akin to true mages, though when it comes to range and accuracy, they are rather lacking. Class Ability: Firearms Usage Allow for the usage of firearms, weapons that ignore armor.
Sniper More traditional, Snipers use bows and arrows. Versed in the ways of the wild, they use a variety of poisons and their knowledge of beasts to Inflict Ailments, weakening a monster from a distance so that their allies will have that much easier of a fight. Against armored foes, however, the Sniper will have much difficulty, as arrows can only pierce so deeply. Class Ability: Inflict Ailments Has knowledge of natural poisons that can be extract from flora and fauna. These poisons can then be applied to arrows to create a variety of effects.
TL;DR Tons of monsters. Humans have one city. Magic for humans is weak. Alchemy is basically magical item creation. Adventurers go outside the city to kill monsters. No laws outside city, so scumbags galore. Gods and Spirits can give you magical shit, but the former is a dick, and the latter is super rare (and also a dick). Your characters will be adventurers , and there will, indeed, be a plot that will change depending on the decisions your characters make. Might be using a homebrew dice system, if people are up for it. You can either choose a sadistic GM or a sadistic dice.
Expectations and Clarifications This RP is a mixture of Grimgar and Etrian Odyssey. Monsters are unfairly strong, and people will die. Character death, thus, will be a possibility. My expectation of anyone who's interested is that they are able to write a character that can feel pain and can feel fear. You will definitely get fucked up, so if you're a sadist, welcome aboard.
I expect two to three paragraph posts and the ability to stay dedicated for at least three months. This is also what I expect out of myself, so if I slip up, feel free to shout abuse into my face and set me to 'Block' or 'Ignore' or 'Blacklist' or whatever.
This is also an anime/manga-esque RP based off things that are more shounen than seinen. So feel free to not be serious the whole time. Probably better for your character's psyche if they de-stress at a bar or whatever, eh?
Feel free to add new things to the world, as long as you go through it with me first.
Your characters will not start off as powerful. Also, customized classes are totally fine with me.
I'll throw up a CS to get you kiddos started then. @Zombehs@Inertia Dice or no dice?
Character Quote: Anything they'll actually say. Think of shit like 'I'll break that illusion!' or 'Believe in the me that believes in you!' Character Image: Gonna laugh if someone uses a Touhou here. Name: Unless you are a Bushido, there's no reason for you to have a Japanese name. So yeah, Fantasy-esque name, pl0x. Gender: There's only two answers. Biometrics: Height, Weight, and anything else that can't be seen in your picture.
Goals: Why did your character become an adventurer? What are they pursuing? Ideals: What are their beliefs? What do they strive to become? Bonds: What NPCs do they know? What places are they attached to? Personality: Five adjectives that describe who they are. Quirks: Anything odd that they do? Love cats? Whistles constantly?
Class: Pick one from the list, or make up your own. Class Ability: Comes with the class in the list, or make up your own. Personal Abilities: Three abilities that complement your Class and that your character will have cultivated. So nothing like a Medic having the ability to summon meteors, or a pacifist having a certain-kill move. Feel free to get creative within those boundaries.
Theme Song: Because it's always a thing, obviously.
Note that your character's backstory will be something that's explained ICly, because having some mystery is always nice.
Just one. The whole idea is that the party is going to be fairly small, so right now, I'm just contemplating how many spots I'll have open.
And Class Ability descriptions have been popped up. Some of them are more mechanically intense than others, but it should still get the basic idea across.
Hmm...I might just need to know how involved Dice Rolls are...the more and more I think about it, the less and less I like them.
Are they gonna determine if we hit something or another? Because if I'm behind something and it doesn't know I'm there and I attempt to cut it's head off, I better damn well cut its head off, I don't care what a Dice Roll says, and that's just one of my gripes with dice stuff.
Honestly, dice rolls take so much realism and fun out of things to me, but eh.